The new table template in FP just sucks. Incomplete, buggy as hell, and missing a whole bunch of stuff. One of the key things is a working bonus count system, with lights and multiplier.

As I am finished the playfield art for Jungle Girl (Thread at Pinball Nirvana if you wish to see the art) I have started work on the FPX template again, and the first order of business is to add a proper bonus system, complete with multiplier, and have it countdown at the loss of a ball, well, just like 95% of all the actual arcade tables do.

So I have done a work version, using just the "new table" template in the editor, and I am releasing it here for people to use. All this is is a bonus system, multiplier, and the proper lights added to the stock template.

The trigger at the top and the inner lanes add 1 bonus. The drain lanes are closed, but they add 3 bonus. The center target adds a multiplier. You can also press the numberpad key 1 and 2 to add bonus or multipliers.

The HUD shows only the amount of bonus and multiplier, the backglass shows the score as normal. If you start the table from the editor by press F9, you will see the debug mode to help track code.

You can set the Amount for each bonus, how many bonuses (up to 159) and how many Multipliers you want (up to 15x). As well, you can adjust the speed of the count, or have it speed up the count as it goes along. Everything is commented, so should be very easy to follow.

It works very well, the only problem is at the default settings at 59 bonus maximum, when the system rests the bonus at the start of the next multiplier, it lights up both the bonus 10k and 50k lights, when it should just light the 50k light. It drove me mad, still haven't found it (doesn't affect the count btw, just a random light thing) so if some one figures it out just let me know, or report anything I may have missed.

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there are a couple of new table templates at http://www.pinsimdb.org but not all have a bonus score included. well done

GeorgeH

Post subject: Re: New table template with Bonus Count

Posted: Sat Dec 01, 2018 11:11 pm

Joined: Thu Aug 16, 2012 11:12 pmPosts: 2321Location: Arkansas, USA

When you are done, we could ask Ravarcade to replace the template. It should be easy for him.

George

blue

Post subject: Re: New table template with Bonus Count

Posted: Mon Dec 03, 2018 3:18 am

Joined: Tue May 01, 2012 11:13 pmPosts: 399Location: Abbotsford

It was a one shot thing George. Over time, I have a more advanced version that I am using for my own game, but time to work on it is the the big problem right now. I got very side tracked with all the BAM changes, and lost several months of work because of it, but I am back to doing graphics. Once I do finally finish the game, maybe I will strip out the custom game code and release a modified more advanced template. Off the top of my head, here's some features added, most of these are one line of code that you can copy and paste in the hit code...

- It now saves and loads some settings, but most are set in the script itself. - Lane change- Jackpot- Mystery scoring- default routines for scoring such as stock bally "countup" (5k,10,20,30,40,50k)- Alternating outlanes- Internal routines for scrolling display, light seq and flashers- Multiple sound sets support- Dynamic flippers (My set up though)- Improved the player memory setup- fixed a few things

The game itself though is very complex. It would be very tough to strip it down and then present it to be reusable, especially for beginners. As much as I would like to, I'm just not good enough to do what I really wanted, which is like the pinball construction kit, where you can just drag a object on to the table, and it would be recognized and score automatically. I also would have wanted a menu system as well, where people could just make selections from a preset list, and have their table score based on their selections (Like as a example, target banks, in which you can choose scoring from presets like Xenon, or playboy, or paragon)

Never say never though, just not capable of doing some of those things and pinball has taken a back seat with me now so I have to concentrate on what I can do, especially the fun stuff.

Blue, I have a question regarding your fpX template. If there is a ball in any of the two kicker holes at the end of the game, after the bonus count the game goes into match mode and whilst doing this it kicks the ball out, the only problem with this is when the ball is kicked out the flippers and slingshots are still active. Does your latest script fix this? (the only version of your template I could find is 12-17-2017 Beta)

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